DragonFly On-Line Manual Pages
WAND(6) DragonFly Games Manual WAND(6)
NAME
wand - Runs the game "Wanderer".
SYNOPSIS
wand [ -s | -e file | -m | -c | [ -f ] [ -r file ] | -v | -t file ]
DESCRIPTION
Wanderer is a game similar to Boulderdash, Repton, XOR and others. A
full description of how to play the game is given upon execution. The
hiscore table holds only 15 scores, and the name displayed is taken
from the environment variable NAME. If you wish to have a different
alias without changing this variable, you can set the variable NEWNAME
before playing by putting the command
setenv NEWNAME "My name"
and then typing update. Also, the keys may be redefined by setting the
variable NEWKEYS in the same way - eg
setenv NEWKEYS 'aznm'
in your .cshrc to get the keys a,z,n,m. Note that the order is
important. As well as these keys, '!' will show the whole map, '~'
will jump levels, and '?' will provide help.
By using the -r option you can record the moves you make in a game. Use
this facility to make solution files to mail to me with any screens you
send.
The hiscore table editor is RESTRICTED under a password to prevent you
all deleting each others hiscores. If you can get into it, type the
number of the entry to delete it, and 0 to exit.
You can save games with the 'S' key, and restore with 'R'. If you want
to put the files in a specific place, you can set the environment
variable SAVENAME to the file - eg
setenv SAVENAME ~/.wanderersave
The help screen can be accessed by pressing '?'.
THE GAME
The game consists of a number of screens which must be solved in
succession unless the password for a later screen is known. Passwords
for the screens are given on completion. To complete a screen, you must
collect all the 'treasure', including all 'baby monsters', and then
walk into the 'exit'. A full description of the objects in the game is
available on the help screen, by pressing '?' during the game.
Also in the game are arrows, boulders and balloons, which move in
different directions, off of one another and slopes, and sometimes
through each other. These can sometimes be pushed, but more often than
not they block your way to the treasures. By careful manipulation you
should be able to make it to the exit after collecting all of the
treasure.
The 'thingys' can be pushed in any direction by either you or by the
boulders, arrows, and balloons. They will remain stationary if not
pushed.
Points are awarded for collecting treasure or earth or for caging baby
monsters or killing big monsters. Also for using the teleport and a
bonus for completing the screen. If you use the password to jump
levels, you do not recieve the bonus.
By pressing 'W' you can redraw the screen, and '#' will switch between
the icon style and single character. '!' wil display the map in icon
mode, and '?' will display the help screen. Finally, '~' will prompt
for a password to jump levels. The masterpassword will give a prompt
for the required level number, and then respond with the correct
password before jumping. If the file cause a request for the required
screen number. On no account may anyone who has not given the
masterpassword jump back a level.
THE EDITOR
The argument give is the file used for editing. If this cannot be read,
it is created. If it cannot be created, a file in /tmp is used. Also,
if the file can be read but not written, a file in /tmp of the form
'/tmp/screen.XXXX' is used where 'XXXX' is the current process id.
The wanderer keys move the cursor about the edit window, where you can
add any symbols requirse to the map. Pressing '"' will take the next
keypress literally, so this method may be used to add certain lower
case letters. A list of active characters is displayed down the
righthand side of the screen with their meanings.
To play the game, press either 'p' to play with the iconic screen, or
'n' to play with the full screen. When you are in the game, you will
recieve an extra 'memory' option on the righthand side of the screen.
This allows you to
Pressing '(' will start recording from the beginning of the memory, and
')' will stop recording. At any point during recording, '-' will add a
playback when it reaches this point, without moving the memory pointer.
Pressing '+' will then continue playing, or '&' will start recording
from this point, leaving the previous data unaffected.
The play key is '*'. This will cause the recorded moves to be played
back until either (1) you reach a checkpoint ( press '+' to continue ),
(2) you reach the end of the recording, or (3) you die. To extend the
recording in memory, play through to the end and then press '&'.
When in the editor, C-W will save the moves memory and C-R will load a
file into the memory. The number of moves available can be changed with
'm', and the name of the screen with 'c'.
Pressing C will run a check on the screen file to find any errors or
possible mistakes. Error messages starting '****' are fatal, and should
certainly be fixed. Errors starting '++++' are only warnings about non-
standard design. After each message press any key to see the next.
This test facility can be used directly via the -t option.
When editing is finished, you can exit with 'q' to save the screen, or
'x' to leave without a save. This will prompt for confirmation.
AUTHOR
Steven Shipway. maujp@uk.ac.warwick.cu
Later additions: editor added by play@nl.cwi, help command by
jason@uucp.aeras
FLAGS
-s flag lists high-score chart.
-e flag enters editor.
-m flag enters hiscore table editor.
-c flag reads credits.
-f flag starts game with full screen play.
-v flag prints version.
-t flag tests screen.
-r flag records keypresses into given file.
SEE ALSO
dungeon, slay, adv, omega, hack, larn, moria, phantasia, /usr/games/*,
/use/local/games/*
Newwords+ Manual 4 March 1988 WAND(6)